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Posts by FPI

FPI's Profile → Posts

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Originally posted by Boing

Maybe make it extra bit enabled?


Unlikely, since the vertical one would require different graphics. Would be easier to set up a new sprite if you ask me.


Originally posted by Icarus
ok, Inferno_X had already asked the same, but i never saw a reply:
TSRP1 - how do you get to the key and keyhole in Volcano Castle. i see where they are, can't figure out how to get to them.


Right at the start, shortly after the light switch, fly up.


Originally posted by Mr.Bean 2
That's what happend in addmusic


I guess it's the overall filesize. You have to realise that you can have a single track up to 6kb, but if you're going to insert many tracks which are above 3kb you'll have trouble, and it seems it's especially troubling at slots 22-24. Sometimes it helps to move songs around so you should try to insert small ones in that early slots and move some of the bigger ones in later slots.

That's actually one of the reasons why I'm not trying to choose too long or complicated songs, I try to keep it a bit more simple, and most of the time I don't reach 3kb, and that increases the possibility to insert many tracks a lot. It certainly also helps to make a good use of loop commands, especially in "big" tracks. It really helps a lot to make the size smaller. I would highly suggest to use that even if your track is already pretty small. It can't hurt to make it even smaller.


EDIT: I just took a look on and tried to insert songs to all slots to find out how many kb they can handle, overall (in slots 20-3F). I think it's something between 56 - 60kb.
I was able to insert a amount of 33kb in slots 20-2F with the use of all slots, and in addition I could insert 23kb to slots 30-3A. After that I've got "Data is too large".
It may be possible to insert more by just moving some tracks around (or with the use of smaller txt's), but overall it have to be something about 56 - 60kb in size. But... you can try that out yourself. :p

I would like to let you know that I've uploaded a new version for Wario Land's Stage Theme I. Kieran was nicely enough to let me know that there was a wrong note in it, so I fixed that. So if anyone was going to use this track, please replace it with the fixed version.

Super Mario Land 3-Wario Land - Stage Theme I (txt)
Super Mario Land 3-Wario Land - Stage Theme I (spc)

Originally posted by Alexander

"Line 22:musical interval too high"
like 20-25 times
can anyone tell me how to fix this? and also, how do i know which line is line 22?


That means your octave goes to high. Don't make an octave higher than o6. And about the lines... you can count to 22, right? xD You just need to count every line, even if there's nothing in it.


Originally posted by fabio
Spc2midi usually creates a MIDI with only one channel when it converts a SPC. This is why you shouldn't use that tool. I don't know how many times this has been brought up.


That is absolutely not true. :p

Someone stated a while ago that we doesn't have that much suitable music for bonus rooms yet, so I thought I give it a try and recreated Alfred Chicken's Bonus Room-music:

Alfred Chicken - Mr. Peckles' Bonus Room (txt)
Alfred Chicken - Mr. Peckles' Bonus Room (spc)

Nothing special, just... Bonus Room music. :p
There wasn't any Midi available so I created this one myself, with the help of nsf2midi. The resulting midi was total crap, but at least I had all the notes I needed, so I could create my own Midi out of it to convert it.

Originally posted by andreggs
In one of my songs, Kieran said that it should have more instruments. It surely can have more, but the problem is that I don't want to use the channels used by SFX, wich would make the song being cutted all the time in-game. I try to do the best, but they cannot be perfect.


Overall I agree with you that it is nice if you can put everything important in the first 4 channels, but the sound effects on the later channels doesn't really mean that they screw up your song noticable, if you place music information there, too. If you create a track I would suggest to check it out ingame and see what the sound effects are doing to the music. From my experience, I try to place everything which contains melody/theme parts (or long notes) in the first 4 channels and everything else like bass-lines/drums etc have to come after that, with a few exceptions (it happened to me sometimes that the sound effects screw up my drums totally for whatever reason, like disappearing forever or octave change and whatever - but so far, with moving channels around i could fix everything I've noticed so far). So, most of the time it works out really well, I think. For example, my last song (FFIV - Battle 2) uses all 8 channels as well, but ingame I haven't noticed any major problems with sound effects at all. So overall, it really depends on the song, what exactly is in which channel and at last, you just have to try it out. It needs maybe some time, but It's not really a hard thing to do and overall it's worth it and probably the better solution than just deleting some music information because you think it "could" screw up.

As I said, just try to put everything melodic at the first 4 channels and you're already on a very safe side. ;)


That looks indeed very cool. It's also the first time I see this background somewhat fitting to a level. I don't know but most of the time I think the DKC-BGs are totally out of place, but this time it's different... maybe because the leveldesign is also very much inspired by DKC3's Mountain-levels, but I don't mind that, it looks just great.

Originally posted by EGGsr4EGGpeople1

I think addmusic will think i want to loop 716 times, but i only want 7.

also, is it possible to have 10 channels?

(sorry about the table stretching.)


I'm not quite sure what you are doing there. Does this song actually work? It's a bit weird to see something like [16g]8, for example. Usually you first define the note and after that you'll put the number to decide how long the note lasts and not otherwise. So I would think you screwed a bit up with the loop points. I'm also not sure what "r84" is supposed to mean, I would put it like "r4^8" or "r4." (that doesn't mean it's not possible - in most of the japanese custom tracks are a lot of techniques and methods I have really no idea how they work/how to use them and what they are for - but tinymml hardly gives you something like that, I've never seen this.)


About the channels: You don't need 10 channels, that's really rather unlikely. The only way you would need them is if more than 9 instruments are playing AT THE SAME TIME, which is really hardly the case. Most midis end up with many channels, because every instrument is stored on a seperate channel (with the exceptions of drums, which are all on channel 10), but you cab switch instruments in a channel in SMW, so you can arrange the midi that way that you can store all neccessary instruments on channels 1-8. As I said unless there aren't more than 8 instruments playing at the same time, it's absolutely possible. Besides, some channels in a midi are just duplicates of other channels with a different instrument playing to create a better sound quality, but these duplicates aren't really neccessary to create a good-sounding song in SMW. So, overall I would say instead of putting up a midi directly to tinymml just open it up in a music editor tool before and take a look on the midi and try to optimize it, if neccessary.

You should also be on a lookout if there's a channel in the midi which plays two or more notes at the same time. tinymml can't work with that and it will only choose one of the notes, which means you'll have missing information of music and your result may end up crappy.


I have no idea how hard that would be, but some of the "big" bosses in Brutal Mario aren't just sprites, they are objects on Layer2. But with the help of custom sprites carol was able to move them around like they should and I think it's a great trick to use custom sprites to create new layer2-moving commands.

A "working" level 24? I would love to see that.

Yeah, if you have troubles with the amount of channels it surely is a good thing to get rid of the "echo-channels", but sometimes it can't hurt to use them (if you have channels left over) - you can have some nice effects with that echo not only in the midi, but in the spc as well. ;)

In other news I finally found out what you can do with the "l16/l8/lwhatever"-command. :p I hope this isn't some obvious information, but besides the japanese tracks no one here made use of this command so far, so I think it's new information here:

"l" set the default note lenght, which was actually explained in the japanese tutorial but there was never an example of it of what you could do with it. I noticed that S.N.N. was putting it in all of his songs so I tried one time the same and it doesn't affected anything and actually it has no use at all in S.N.N.'s tracks so far (unless I overlooked something) :p

So here how to use it:
You can put this command in the header (I guess it affect all channels that way) or in the channel you want it to have. You can also change the default note lenght per channel which can be also useful. So, if you have many notes in a channel with the lenght of 16 (like a16c16r16 and so on) you can put l16 at the channel's start and after that you can change a16c16r16 to acr.

I just tried that method out on one of my older tracks, Aquatic Ambiance, because there were many oppurtunities to use this command and because it was one of my biggest tracks so far with 3,72kb. Now it's only 2,16kb.

Here you can take a look on the updated version. Channel 0 & 3 have both the default lenght set to 16, while 1 and 2 start with l32 and change later into l16. And yeah, it's still all woking fine - the song itself is the same.


So overall the "l"-command is like the loop and "."-command a simple way to decrease the file size, which makes it much easier to use all possible slots, because you can shrink the txt-files down a lot with all that.

Originally posted by andy_k_250
Is it safe to edit the levels that are not tied to their castle's boss doors?


Yes.

(I guess there are duplicates because there's also that hidden boss test room in the rom. I haven't checked, but I wouldn't be surprised if this room leads to all the duplicates instead of the "real" ones.)


From the Rom Map:
30338 $06:8138 282 bytes Level data Unused level: Boss Test

Basically all you have to do is to open up your Rom in LM, and enter "30338" in "Enter level adress" and you are there.

Originally posted by S.N.N.
Third, the table of numbers in the header is echo. I don't know the commands myself - I just copied the table from FPI (I'm assuming he got it from one of the Japanese songs, but if he knows the formula, I'd love to hear it myself).


Yep, that's the echo effect. I haven't played around with the values yet, I have the table from the japanese tutorial Ice Man translated at the very beginning.

And yeah, about the q7f, I have no clue what it does, even in the japanese tutorial was stated that this command is pretty much unknown but neccessary to make the whole song work.

About the 64th notes... I noticed that, too, but I don't think that's anything special or something... I really can't imagine that much use for that, 32 is already pretty short I would say. But it's nice to see that they are working.



Holy shit. The website looks very detailed. We need someone to translate that. xD

(I wonder now if the P-Switch-fix also fix the star-music?)

Originally posted by andreggs
I got a question. If we use, for example, "l16" in a song, "r" will be the same than "r16"?


Yep.

@Boing: Thanks for testing, that's nice to know!


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